Enchantments and Runestones are magic stones that can be placed in slots on equipment or companions and they grant additional stats and effects depending on the rank and type of stone. Enchanting an item is done with an Enchantment and enchanting a companion is done with a Runestone. Stones are obtained as loot, as rewards for zone events and purchased from Astral Diamond merchants or the Auction House.

All normal stones are ranked from 1 to 12 and all epic stones ranked as Shards, Lesser, Normal, Greater, Perfect, Pure and Transcendent).

A weapon and armor enchantment can only be slotted into either the weapon enhancement slot of weapon or the armor enhancement slot of a body armor.
The weapon and armor enhancement slots are the pink colored slots. Weapon or armor enchantments will not fit into ordinary enchantment or runestone slots.

Overload enchantments can only be slotted in an overload slot on certain armors. The overload slot is the blue colored slot. Overload enchantment will not fit into ordinary enchantment slots, runestone slots, weapon enhancement slots or armor enhancement slots.

To enchant an item it needs an enchantment slot. There are two ways of enchanting. Both starts with Right clicking the item, select Manage Item Enchantments... Then you can either drag and drop a stone from Inventory or click Slot button to select from a list. Then click Enchant. A dialog will warn you that you will have to pay an amount in gold if you later decide to Unbind (Remove into your Inventory) the stone from the slot.

Note: You can drag and drop a new stone over an occupied slot, this destroys and replaces the original stone that is placed in a slot. This would save the cost of gold spent on Unbinding.

Note: Enchantments stored in the bank can be added to items, even though they are not in your inventory.

1. Click on the item button and select Manage Item Enchantments...

2a. Click on slot button and select an enchantment or2b. Drag an enchantment to the slot

Unbinding a stone from a slot returns the stone to your inventory. Bring up the Item Menu on item with stone and select Enchant Item. Left-click a stone in a slot to bring up Unbind button. Press Unbind button to bring up confirmation dialog. Press Remove to pay the fee and unbind stone.

Press Remove to pay the fee and Unbind stone

Unbinding costs fee in gold, and the cost varies based on the Rank of the Enchant/Runestone and the Quality of the item. Costs range from 62 up to 2.5 . Epic gear with any rank enchants have a capped cost of 2 50 . Level 60 Rare stones with rank 5 and above enchants have an unbinding cost of 1 50 . Costs are based on the level of the item that will have the enchantment removed from it.

The fusion system is outdated since Module 2: Shadowmantle and replaced with the refining system.

You can create a higher rank stone if you have four stones of the same rank and type. You right click on the stone stack in your Inventory and left click "Fuse into greater".

Note: As with enchanting the fusion list will include items in the Bank. Stacks in the Bank and inventory are treated separately (they can't be shared to reach 4 stones) and stones created are added to inventory, even if sourced from the Bank.

Item Menu

RMB click the stack of stones, then LMB "Fuse into greater" or Double Click

Fusion dialog window

In the Fusion Dialog you then click Fuse.

There is a chance of failure when fusing depending on the rank of the stone that will be created.
If a fusion fails one stone is destroyed.

Here is a table that shows how many enchantments of a particular rank are needed to make an enchantment of another rank. For example, the table shows that a rank 10 enchantment requires 4 rank 9 enchantments or 262,144 rank 1 enchantments.

Type

R1

R2

R3

R4

R5

R6

R7

R8

R9

R10

R1

1

4

16

64

256

1,024

4,096

16,384

65,536

262,144

R2

1

4

16

64

256

1,024

4,096

16,384

65,536

R3

1

4

16

64

256

1,024

4,096

16,384

R4

1

4

16

64

256

1,024

4,096

R5

1

4

16

64

256

1,024

R6

1

4

16

64

256

R7

1

4

16

64

R8

1

4

16

R9

1

4

R10

1

Success %

95%

90%

85%

60%

40%

30%

25%

20%

10%

Failure %

5%

10%

15%

40%

60%

70%

75%

80%

90%

The table above can be useful if you are using coalescent wards to guarantee fusion. The table below shows how many coalescent wards are needed to reach a particular rank enchantment.

Type

R1

R2

R3

R4

R5

R6

R7

R8

R9

R10

R1

1

5

17

65

257

1,025

4,097

16,385

65,537

R2

1

5

17

65

257

1,025

4,097

16,385

R3

1

5

17

65

257

1,025

4,097

R4

1

5

17

65

257

1,025

R5

1

5

17

65

257

R6

1

5

17

65

R7

1

5

17

R8

1

5

R9

1

Finally, here is a modified version of the fusion table, that estimates how many enchantments are needed, based on the fusion success percentage. (R3->R4 fusion chance updated but table numbers not updated)(Edit: Table numbers updated)

Type

R1

R2

R3

R4

R5

R6

R7

R8

R9

R10

R1

1

4.1

16.7

69.6

325

1,786

11,311

79,178

633,425

8,234,533

R2

1

4.1

17.2

80

441

2,791

19,537

156,300

2,031,898

R3

1

4.2

19.5

107

679

4,752

38,019

494,245

R4

1

4.7

25.7

163

1,138

9,103

118,340

R5

1

5.5

34.8

244

1,951

25,358

R6

1

6.3

44.3

355

4,610

R7

1

7

56

728

R8

1

8

104

R9

1

13

R10

1

Success %

95%

90%

85%

60%

40%

30%

25%

20%

10%

Failure %

5%

10%

15%

40%

60%

70%

75%

80%

90%

CAUTION: the math formula in this table iterates forward through tiers skewing results, mathematically correct is to iterate backwards (for example you need avarage 162 of R4 to make one R7
correct formula:
y = ((1/chance of success)+3 ) * x
where X is number or needed enchantment of current teir and Y is number of needed enchants of previous tier.
However, the value of each enchantment can be caluaclated by the value of the previous rank enchantment multiplied by the average number of those enchantments needed to obtain the result. So, for instance, a Rank 6 enchantment might be worth 5.5 rank 5 enchantments, but it takes 6.3 of them to make a rank 7; therefore, a rank 7 enchantment is worth 5.5*6.3=34.8 rank 5 enchantments. In this way, the entire table may be filled out.

Enchantments will grant a bonus depending on the type of slot it is placed into and there are five types of slots: Offensive, Defensive, Utility, Weapon and Armor. Some enchantments (e.g. Savage) will provide multiple bonuses at one time depending on slot.

Weapon enchantments grant special effects and powers not covered by the standard enchantments. They are used in high level equipment with a weapon enchantment slot. NOTE: Most of the items in this table HAVE NOT BEEN UPDATED TO THE CURRENT MODULE 11 VALUES. PLEASE DOUBLE CHECK ALL NUMBERS BEFORE BUYING SOMETHING!!!

Targets struck by your encounter powers become marked. While marked, your at will and encounter powers ignore 16% of the target's armor. Target's that are marked also do 10% less damage to you. The duration of the Mark is 10 seconds and it has a 20 second cooldown.

Targets struck by your encounter powers become marked. While marked, your at will and encounter powers ignore 16% of the target's armor. You and your allies also do 5% more damage and target's that are marked also do 10% less damage to you. The duration of the Mark is 10 seconds and it has a 20 second cooldown.

Your Encounter powers strike with an additional 20% Critical Severity. Additionally you damage your foe for 10% of weapon damage as Necrotic damage every 1 second for 4 seconds and induce terror in your foe, reducing their defense by 10%.

Your Encounter powers strike with an additional 40% Critical Severity. Additionally you damage your foe for 15% of weapon damage as Necrotic damage every 1 second for 4 seconds and induce terror in your foe, reducing their defense by 20%.

Your Encounter powers strike with an additional 60% Critical Severity. Additionally you damage your foe for 20% of weapon damage as Necrotic damage every 1 second for 4 seconds and induce terror in your foe, reducing their defense by 30%.

Your Encounter powers strike with an additional 75% Critical Severity. Your attacks cause dread in your target for 4 seconds, dealing 50% of weapon damage as Necrotic damage every second and reducing their Defense by 40% for players and decreasing their Damage Resistance by 4% for monsters.

You deal an additional 6% of weapon damage as Psychic Damage. Your encounter powers siphon away 3% of your target's damage. This damage is converted into 3% more damage for you. This effect lasts 10 seconds and may only happen once every 20 seconds.

You deal an additional 7.5% of weapon damage as Psychic Damage. Your encounter powers siphon away 6% of your target's damage. This damage is converted into 6% more damage for you. This effect lasts 10 seconds and may only happen once every 20 seconds.

You deal an additional 9% of weapon damage as Psychic Damage. Your encounter powers siphon away 10% of your target's damage. This damage is converted into 10% more damage for you. This effect lasts 10 seconds and may only happen once every 20 seconds.

You deal an additional 15% of weapon damage as Psychic damage. Your encounter powers siphon away 18% of your target's damage. This damage is converted into 18% more damage for you. This effect is a 3 target AoE, lasts for 10 seconds, may only happen once every 20 seconds.

You deal an additional 18% of weapon damage as Psychic damage. Your encounter powers siphon away 18% of your target's damage. This damage is converted into 18% more damage for you. This effect is a 3 target AoE, lasts for 20 seconds, may only happen once every 20 seconds.

You deal an additional 6% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 2% of weapon damage as Fire damage every 1 seconds for 3 seconds. This effect stacks up to 3 times.

You deal an additional 7.5% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 3.5% of weapon damage as Fire damage every 1 seconds for 3 seconds. This effect stacks up to 3 times.

You deal an additional 10% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 5% of weapon damage as Fire damage every 1 seconds for 3 seconds. This effect stacks up to 3 times.

You deal an additional 12% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 6.5% of weapon damage as Fire damage every 1 seconds for 3 seconds. This effect stacks up to 3 times.

You deal an additional 14% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 9% of weapon damage as Fire damage every 1 seconds for 3 seconds. This effect stacks up to 3 times and each stack increases all damage you deal to the target by 1%.

You deal an additional 17% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 11% of weapon damage as Fire damage every 1 seconds for 3 seconds. This effect stacks up to 3 times and each stack increases all damage you deal to the target by 1%. When you reach the third stack the target receives a AoE Fire attack. This AoE attack cannot be applied more then once every 20 seconds.

You deal an additional 6% of weapon damage as Cold damage with every swing and reduce player foe's Recovery by 15% or disables non-player foes for 4 seconds. his last 4 seconds and cannot be applied more than once every 20 seconds.

You deal an additional 8% of weapon damage as Cold damage with every swing and reduces player foe's Recovery by 20% or disables non-player foes for 4 seconds. This lasts 4 seconds and cannot be applied more than once every 20 seconds.

You deal an additional 10% of weapon damage as Cold damage with every swing and reduces player foe's Recovery by 25% or disables non-player foes for 4 seconds. This lasts 4 seconds and cannot be applied more than once every 20 seconds.

You deal an additional 12% of weapon damage as Cold damage with every swing and reduces player foe's Recovery by 30% or disables non-player foes for 4 seconds. This lasts 4 seconds and cannot be applied more than once every 20 seconds.

You deal an additional 14% of weapon damage as Cold damage with every swing, reduces player foe's Recovery by 35% or disables non-player foes for 4 seconds, and reduces foe Deflection by 35%. This lasts 4 seconds and cannot be applied more than once every 20 seconds.

You deal an additional 16% of weapon damage as Cold damage with every swing, reduces player foe's Recovery by 35% or disables non-player foes for 4 seconds, and reduces foe Deflection by 35%. This lasts 4 seconds and cannot be applied more than once every 20 seconds.

You deal an additional 10% of weapon damage as Radiant damage with your powers and have a 5% chance: on each swing to improve your allies damage resistance by 15% while healing them for 10 seconds. The amount of damage and healing is scaled to your weapon. This effect can only activate every 60 seconds.

You deal an additional 14% of weapon damage as Radiant damage with your powers and have a 10% chance: on each swing to improve your allies damage resistance by 15% while healing them for 10 seconds. The amount of damage and healing is scaled to your weapon. This effect can only activate every 60 seconds.

You deal an additional 16% of weapon damage as Radiant damage with your powers and have a 15% chance: on each swing to improve your allies damage resistance by 15% while healing them for 10 seconds. The amount of damage and healing is scaled to your weapon. This effect can only activate every 60 seconds.

You deal an additional 20% of weapon damage as Radiant damage with your powers and have a 20% chance: on each swing to improve your allies damage resistance by 15% while healing them for 10 seconds. The amount of damage and healing is scaled to your weapon. This effect can only activate every 60 seconds.

You deal additional Radiant damage with your powers and have a 20% chance: on each swing to improve your allies damage resistance by 20% while healing them for 15 seconds. The amount of damage and healing is scaled to your level. This effect can only activate every 45 seconds.

You deal an additional 30% of weapon damage as Radiant damage with your powers and have a 20% chance: on each swing to improve your allies damage resistance by 20% while healing them for 15 seconds. The amount of damage and healing is scaled to your weapon. Any blow you land during this time will do 7.5% more radiant damage, The amount of damage and healing is scaled to your weapon. This effect can only activate every 45 seconds.

You deal 14% weapon damage as Lightning damage with every strike. This damage chains up to 1 times at a 50% chance for each chain. Additionally, all cooldowns are reduced by 2% for the first lightning strike, plus an additional 1% for each chain.

You deal 18% weapon damage as Lightning damage with every strike. This damage chains up to 2 times at a 50% chance for each chain. Additionally, all cooldowns are reduced by 2% for the first lightning strike, plus an additional 1% for each chain.

You deal 24% weapon damage as Lightning damage with every strike. This damage chains up to 3 times at a 50% chance for each chain. Additionally, all cooldowns are reduced by 2% for the first lightning strike, plus an additional 1% for each chain.

You deal 28% weapon damage as Lightning damage with every strike. This damage chains 3 times at a 100% chance for each chain. Additionally, all cooldowns are reduced by 2% for the first lightning strike, plus an additional 1% for each chain.

You deal 32% weapon damage as Lightning damage with every strike. This damage chains 3 times at a 100% chance for each chain. If there are no chain targets you do 33% more lightning damage. Additionally, all cooldowns are reduced by 2% for the first lightning strike, plus an additional 1% for each chain.

You deal an additional 8% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 2% of weapon damage as Fire damage every 1 seconds for 3 seconds and induce terror in your foe, reducing their defense by 5%. This effect stacks up to 3 times.

You deal an additional 9% of weapon damage as Fire damage with your powers. Additionally you burn your fore for 3% of weapon damage as Fire damage every 1 seconds for 3 seconds and induce terror in your foe, reducing their defense by 10%. This effect stacks up to 3 times.

You deal an additional 10% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 4% of weapon damage as Fire damage every 1 seconds for 3 seconds and induce terror in your foe, reducing their defense by 15%. This effect stacks up to 3 times.

You deal an additional 12% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 5% of weapon damage as Fire damage every 1 seconds for 3 seconds and induce terror in your foe, reducing their Defense by 15% and Power by 5%. This effect stacks up to 3 times.

You deal an additional 12% of weapon damage as Fire damage with your powers. Additionally you burn your foe for 5% of weapon damage as Fire damage every 1 seconds for 3 seconds and induce terror in your foe, reducing their Defense by 15% and Power by 5%. This effect stacks up to 3 times. When you reach the third stack the target recieves (sic) a AoE attack. This AoE attack cannot be applied more then (sic) once every 20 seconds.

You deal an additional 12% weapon damage as Necrotic damage with your powers. In addition you apply a 3% damage resistance reduction to your target. You deal an additional 7% of weapon damage as Necrotic damage with every swing and induce terror in your foe, reducing their Defense by 10% for Players and decreasing their Damage Resistance by -1% for monsters. This effect cannot be refreshed until it expires.

You deal an additional 17% weapon damage as Necrotic damage with your powers. In addition you apply a 4% damage resistance reduction to your target. You deal an additional 9% of weapon damage as Necrotic damage with every swing and induce terror in your foe, reducing their Defense by 20% for Players and decreasing their Damage Resistance by -2% for monsters. This effect cannot be refreshed until it expires.

You deal an additional 26% weapon damage as Necrotic damage with your powers. In addition you apply a 5% damage resistance reduction to your target. You deal an additional 12% of weapon damage as Necrotic damage with every swing and induce terror in your foe, reducing their Defense by 30% for Players and decreasing their Damage Resistance by -3% for monsters. This effect cannot be refreshed until it expires.

You deal an additional 35% weapon damage as Necrotic damage with your powers. In addition you apply a 6% damage resistance reduction to your target. You deal an additional 15% of weapon damage as Necrotic damage with every swing and induce terror in your foe, reducing their Defense by 40% for Players and decreasing their Damage Resistance by -4% for monsters. This effect cannot be refreshed until it expires.

You deal an additional 43% weapon damage as Necrotic damage with your powers. In addition you apply a 6% damage resistance reduction and a 8% damage dealt reduction to your target. You deal an additional 20% of weapon damage as Necrotic damage with every swing and induce terror in your foe, reducing their Defense and Power by 40% for Players and decreasing their Damage Resistance by -4% for monsters. This effect cannot be refreshed until it expires.

You deal an additional 52% weapon damage as Necrotic damage with your powers. In addition you apply a 6% damage resistance reduction and a 8% damage dealt reduction to your target.When you strike a foe you have a 10% chance to root the target for 3 seconds. This effect may occur no more than once every 30 seconds. You deal an additional 25% of weapon damage as Necrotic damage with every swing and induce terror in your foe, reducing their Defense and Power by 40% for Players and decreasing their Damage Resistance by -4% for monsters. This effect cannot be refreshed until it expires. You also have a 10% chance to root your target. This root can only occur once every 30 seconds.

Every 8 seconds your armor receives a charge of Bolstered Bark up to a maximum of 3 charges.

When you have one charge of Bolstered Bark your armor absorbs 8,000 damage.
When you have two charges of Bolstered Bark your armor absorbs 16,000 damage.
When you have three charges of Bolstered Bark your armor absorbs 24,000 damage.

Whenever someone attempts to deal damage to you one charge of Bolstered Bark is consumed.

Normal

Every 8 seconds your armor receives a charge of Bolstered Bark up to a maximum of 3 charges.

When you have one charge of Bolstered Bark your armor absorbs 12,000 damage.
When you have two charges of Bolstered Bark your armor absorbs 24,000 damage.
When you have three charges of Bolstered Bark your armor absorbs 36,000 damage.

Whenever someone attempts to deal damage to you one charge of Bolstered Bark is consumed.

Greater

Every 8 seconds your armor receives a charge of Bolstered Bark up to a maximum of 3 charges.

When you have one charge of Bolstered Bark your armor absorbs 16,000 damage.
When you have two charges of Bolstered Bark your armor absorbs 32,000 damage.
When you have three charges of Bolstered Bark your armor absorbs 48,000 damage.

Whenever someone attempts to deal damage to you one charge of Bolstered Bark is consumed.

Perfect

Every 8 seconds your armor receives a charge of Bolstered Bark up to a maximum of 3 charges.

When you have one charge of Bolstered Bark your armor absorbs 20,000 damage.
When you have two charges of Bolstered Bark your armor absorbs 40,000 damage.
When you have three charges of Bolstered Bark your armor absorbs 60,000 damage.

Whenever someone attempts to deal damage to you one charge of Bolstered Bark is consumed.

Pure

Every 6 seconds your armor receives a charge of Bolstered Bark up to a maximum of 3 charges.

When you have one charge of Bolstered Bark your armor absorbs 20,000 damage.
When you have two charges of Bolstered Bark your armor absorbs 40,000 damage.
When you have three charges of Bolstered Bark your armor absorbs 60,000 damage.

Whenever someone attempts to deal damage to you one charge of Bolstered Bark is consumed.

Transcendent

Every 6 seconds your armor receives a charge of Bolstered Bark up to a maximum of 4 charges.

When you have one charge of Bolstered Bark your armor absorbs 20,000 damage.
When you have two charges of Bolstered Bark your armor absorbs 40,000 damage.
When you have three charges of Bolstered Bark your armor absorbs 60,000 damage.
When you have four charges of Bolstered Bark your armor absorbs 80,000 damage.

Whenever someone attempts to deal damage to you one charge of Bolstered Bark is consumed.

When below 50% health you have a 5% chance upon receiving damage to deal Necrotic damage to your attacker and heal yourself for that amount. This damage is based on your level. This can only occur once every 30 seconds.

Normal

When below 50% health you have a 10% chance upon receiving damage to deal Necrotic damage to your attacker and heal yourself for that amount. This damage is based on your level. This can only occur once every 28 seconds.

Greater

When below 50% health you have a 15% chance upon receiving damage to deal Necrotic damage to your attacker and heal yourself for that amount. This damage is based on your level. This can only occur once every 26 seconds.

Perfect

When below 50% health you have a 20% chance upon receiving damage to deal Necrotic damage to your attacker and heal yourself for that amount. This damage is based on your level. This can only occur once every 24 seconds.

Pure

When below 60% health you have a 20% chance upon receiving damage to deal Necrotic damage to your attacker and heal yourself for that amount. This damage is based on your level. This can only occur once every 22 seconds.

Transcendent

When below 75% health you have a 20% chance upon receiving damage to deal Necrotic damage to your attacker and heal yourself for that amount and that amount again over the following 4 seconds. This damage is based on your level. This can only occur once every 20 seconds.

When you receive damage you have a 5% chance to release a fireball at your attacker that explodes, damaging 3 foes within 15' for Fire damage. The damage of this fireball scales with your level. This effect can only occur once every 30seconds.

Normal

When you receive damage you have a 10% chance to release a fireball at your attacker that explodes, damaging 3 foes within 15' for Fire damage. The damage of this fireball scales with your level. This effect can only occur once every 28 seconds.

Greater

When you receive damage you have a 15% chance to release a fireball at your attacker that explodes, damaging 3 foes within 15' for Fire damage. The damage of this fireball scales with your level. This effect can only occur once every 26 seconds.

Perfect

When you receive damage you have a 20% chance to release a fireball at your attacker that explodes, damaging 3 foes within 15' for Fire damage. The damage of this fireball scales with your level. This effect can only occur once every 24? seconds.

Pure

When you receive damage you have a 20% chance to release a fireball at your attacker that explodes, damaging 3 foes within 15' for Fire damage. The damage of this fireball scales with your level. This effect can only occur once every 22? seconds.

Transcendent

When you receive damage you have a 20% chance to release a fireball at your attacker that explodes, damaging 6 foes within 20' for Fire damage and setting them on fire, causing damage over time. The damage of this fireball scales with your level. This effect can only occur once every 20 seconds.

On receiving damage, you have a 5% chance to deal Frost damage and apply a 30% slow to the target. Also disables NPCs and reduces Recovery by 15% against players. The damage scales with your level. This effect lasts 4 seconds and can only occur once every 30 seconds.

Normal

On receiving damage, you have a 10% chance to deal Frost damage and apply a 30% slow to the target. Also disables NPCs and reduces Recovery by 20% against players. The damage scales with your level. This effect lasts 4 seconds and can only occur once every 28 seconds.

Greater

On receiving damage, you have a 15% chance to deal Frost damage and apply a 30% slow to the target. Also disables NPCs and reduces Recovery by 25% against players. The damage scales with your level. This effect lasts 4 seconds and can only occur once every 26 seconds.

Perfect

On receiving damage, you have a 20% chance to deal Frost damage and apply a 30% slow to the target. Also disables NPCs and reduces Recovery by 30% against players. The damage scales with your level. This effect lasts 4 seconds and can only occur once every 24 seconds.

Pure

On receiving damage, you have a 20% chance to deal Frost damage and apply a 30% slow to the target. Also disables NPCs and reduces Recovery and Deflect by 30% against players. The damage scales with your level. This effect lasts 4 seconds and can only occur once every 22 seconds.

Transcendent

On receiving damage, you have a 20% chance to deal Frost damage and apply a 30% slow to the target. Also disables NPCs and reduces Recovery and Deflect by 35% against players. The damage scales with your level. This effect lasts 4 seconds and can only occur once every 20 seconds.

When receiving damage each hit stacks a 1% increase to your damage resistance for 6 seconds. This effect can stack a maximum of 10 times.

Normal

When receiving damage each hit stacks a 1.5% increase to your damage resistance for 7 seconds. This effect can stack a maximum of 10 times.

Greater

When receiving damage each hit stacks a 2% increase to your damage resistance for 8 seconds. This effect can stack a maximum of 10 times.

Perfect

When receiving damage each hit stacks a 3% increase to your damage resistance for 9 seconds. This effect can stack a maximum of 10 times.

Pure

When receiving damage each hit stacks a 3% increase to your damage resistance and a 1% increase to incoming healing for 9 seconds. This effect can stack a maximum of 10 times.

Transcendent

When receiving damage each hit stacks a 3% increase to your damage resistance, a 1% increase to incoming healing and a 1% increase to recovery for 9 seconds. This effect can stack a maximum of 10 times.

When receiving damage each hit adds 4% to your Deflection rating for 5 seconds. This effect can stack a maximum of 8 times and expires when you successfully Deflect.

Normal

When receiving damage each hit adds 6% to your Deflection rating for 6 seconds. This effect can stack a maximum of 8 times and expires when you successfully Deflect.

Greater

When receiving damage each hit adds 8% to your Deflection rating for 7 seconds. This effect can stack a maximum of 8 times and expires when you successfully Deflect.

Perfect

When receiving damage each hit adds 10% to your Deflection rating for 8 seconds. This effect can stack a maximum of 8 times and expires when you successfully Deflect.

Pure

When receiving damage each hit adds 10% to your Deflection rating and a 4% increase to your Damage Resistance for 8 seconds. This effect can stack a maximum of 8 times and expires when you successfully Deflect.

Transcendent

When receiving damage each hit adds 10% to your Deflection rating and a 4% increase to your Damage Resistance for 8 seconds. This effect can stack a maximum of 8 times and expires when you successfully Deflect.

When you successfully deflect an attack with 8 stacks of Shadowclad, your armor will Daze nearby foes for 1 seconds and place you in Stealth for 4 seconds. This effect cannot happen more than once every 30 seconds.

When you fall in combat your Soulforged armor will resurrect you and heal you for 5,400 and 900 every second for 3 seconds.This effect can only trigger once every 90 seconds.

Normal

When you fall in combat your Soulforged armor will resurrect you and heal you for 6,075 and 1,125 every second for 3 seconds.This effect can only trigger once every 85 seconds.

Greater

When you fall in combat your Soulforged armor will resurrect you and heal you for 6,750 and 1,350 every second for 3 seconds.This effect can only trigger once every 80 seconds.

Perfect

When you fall in combat your Soulforged armor will resurrect you and heal you for 7,425 and 1,575 every second for 3 seconds.This effect can only trigger once every 75 seconds.

Pure

When you fall in combat your Soulforged armor will resurrect you and heal you for 8,100 and 1,800 every second for 3 seconds.
When you are resurrected you do 2700 damage to any foes nearby. This effect can only trigger once every 75 seconds.

Transcendent

When you fall in combat your Soulforged armor will resurrect you and heal you for 8,775 and 1,575 every second for 3 seconds.
When you are resurrected you do 4,050 damage to any foes nearby and gain a 3 sec CC immunity. This effect can only trigger once every 75 seconds.

When a foe hits you with a critical strike your armor has a 25% chance to deal Lightning damage and stun the foe, as well as any other foes in a large radius to you. This effect cannot happen more than once every 30 seconds. All damage is based on your weapon damage.

Normal

When a foe hits you with a critical strike your armor has a 30% chance to deal Lightning damage and stun the foe, as well as any other foes in a large radius to you. This effect cannot happen more than once every 28 seconds. All damage is based on your weapon damage.

Greater

When a foe hits you with a critical strike your armor has a 35% chance to deal Lightning damage and stun the foe, as well as any other foes in a large radius to you. This effect cannot happen more than once every 26 seconds. All damage is based on your weapon damage.

Perfect

When a foe hits you with a critical strike your armor has a 40% chance to deal Lightning damage and stun the foe, as well as any other foes in a large radius to you. This effect cannot happen more than once every 24 seconds. All damage is based on your weapon damage.

Pure

Whenever you are hit, your foe takes a small amount of spark damage. This effect cannot happen more than once every 10 seconds.

When a foe hits you with a critical strike your armor has a 40% chance to deal Lightning damage and stun the foe, as well as any other foes in a large radius to you. This effect cannot happen more than once every 22 seconds. All damage is based on your weapon damage.

Transcendent

Whenever you are hit, your foe takes a small amount of spark damage. This effect cannot happen more than once every 10 seconds.

When a foe hits you with a critical strike your armor has a 40% chance to deal Lightning damage and stun the foe, as well as any other foes in a large radius to you. This effect cannot happen more than once every 20 seconds. All damage is based on your weapon damage.

Notes:The image is for the lesser version, higher ranks add flair to this base look

The Soulforged Enchantment revive you direct from down. If you go down while this enchantment is on Cooldown, you fall like you do without the enchantment. It revive you from dead too if you have the revive sickness, but you get injured. This injury is maybe a bug.

↑Currently the perfect rank seem to have no effect of the described reduce.

Please remark that none of the Miscellaneous Enchantments have Shards, but rather come ready as either a Lesser, Normal, or there are only a single or a few ranks. Please note this can result in non-standard refining rules, or the enchantment cannot be refined and upgraded at all.

Brilliant Energy

Normal

Weapon Enhancement Slot:You have a 30% chance to deal 12.5% of weapon damage as Radiant damage with every strike. This damage ignores half of your target's Damage Resistances.

Notes:

Description: Your weapon is coated in roiling flames, searing foes with its very touch and drives your foes to fits of fear.

Utility Slot: You have a 0.5% chance after killing a foe to find a bag of goods. Multiple copies and higher ranks of this Enchantment increase the chance of finding a bag of goods, and improve the quality of the goods found.

Utility Slot: You have a 0.75% chance after killing a foe to find a bag of goods. Multiple copies and higher ranks of this Enchantment increase the chance of finding a bag of goods, and improve the quality of the goods found.

Utility Slot: You have a 1% chance after killing a foe to find a bag of goods. Multiple copies and higher ranks of this Enchantment increase the chance of finding a bag of goods, and improve the quality of the goods found.

Utility Slot: You have a 1.5% chance after killing a foe to find a bag of goods. Multiple copies and higher ranks of this Enchantment increase the chance of finding a bag of goods, and improve the quality of the goods found.

Utility Slot: You have a 2% chance after killing a foe to find a bag of goods. Multiple copies and higher ranks of this Enchantment increase the chance of finding a bag of goods, and improve the quality of the goods found.

Utility Slot: You have a 2.5% chance after killing a foe to find a bag of goods. Multiple copies and higher ranks of this Enchantment increase the chance of finding a bag of goods, and improve the quality of the goods found.

Utility Slot: You have a 3% chance after killing a foe to find a bag of goods. Multiple copies and higher ranks of this Enchantment increase the chance of finding a bag of goods, and improve the quality of the goods found.

Utility Slot: You have a 3.5% chance after killing a foe to find a bag of goods. Multiple copies and higher ranks of this Enchantment increase the chance of finding a bag of goods, and improve the quality of the goods found.

Notes:

Rank 5 is the lowest rank available.

The level of the killed foe determines what rank of bag you get.

The total chance to drop a bag from all quartermaster's enchantments you have equipped determines the rank of enchantments found in the bags.

Armor Enhancement Slot: On receiving damage you have a 10% chance to deal Physical damage and root your attacker for 3 seconds (1 second on players). The damage scales with your level. This effect can only occur once every 60 seconds.

Notes:

Description: Your armor now has the very essence of the Earth woven into it and will lash out at nearby foes when you are struck.

When wearing armor enchanted with Loamweave, vines will periodically appear to wind around the character's forearms and then vanish, as illustrated in this image: File:Loamweave.jpg. This effect even carries over to Fashion display mode.

Offense Slot: When striking a foe you have a chance to deal 5% of your current Hit Points in Necrotic damage.

Notes:

Multiple Tenebrous enchantments stack.

The Tenebrous enchantment has a 15 second internal cooldown. Stacking multiple will increase the rate at which it procs, but does not increase the amount of damage done per proc nor allow it to proc multiple times. As of (09/01/2015) there is a bug that seems to cause only a single Tenebrous to actually proc, but due to the long ICD, there isn't any information on whether it is the lowest, highest, or random one that procs. As such, stacking them is not recommended.

The Tenebrous enchantment only works with offensive slots.

The image is for the lesser version, higher ranks add flair to this base look.

While it's named lesser, the enchantment follows the rules of enchanting as an R8 enchantment. Meaning, it is worth 12,960 RP and an upgrade attempt has a 20% chance of success. Similar rules apply for the normal (R9), greater (R10), etc.

Runestones are augments for Companions. Each Companion has three Runestone slots which unlock at Lvl 1, Lvl 5 and Lvl 15. Runestones can give an Offense or Defense bonus. The type of bonus is determined by the type of slot of the companion it is placed in.

Defense Slot: When your Companion is struck by an attack your Companion has a chance to gain 933 hit points at Companion Rank 40. This effect scales with Companion Rank.

Notes:

The lockbox runestones: Indomitable (Nightmare Lockbox) and Serene (Feywild Lockbox) come as a lesser of rank 8 and thus do not have a perfect rank. This is also confirmed via the Game Files. This is because the lesser stone is already rank 8 and rank 10 (greater) is the maximum. In module 6: Elemental Evil the maximum rank is raised to 12, however the new ranks are simply called ', Rank 11' and ', Rank 12'.

Normals have no prefix in-game but the prefix Normal is used here to differentiate between ranks of stones and avoid confusion.

The image is for the lesser version, higher ranks add flair to this base look

Tools

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